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Showing: 31 May - 6 June 1999
[Sunday 6 June 1999 - 13:46 CET - cosmo]
Karl Ward mailed in the news of a new H-L Helper release. This is version 2 of
the little handy program that allows you to create an unlimited number of presets that
load Half-Life how you want it to. Get more info at The H-L Helper Homepage, or download it
from this Direct
Link
The Gamedesign.net Prefabs site has
been updated and now includes a total of 325 prefabs for 6 different games - Quake, Quake
II, Half-Life, Team Fortress Classic, Sin, and Unreal.
There's an
interview with the smurf-colored guy over at Avault.
Be sure to read the it - at's a cool read 8) Seen on? Blue's
News!
Saw on Blue's that NVIDIA has released new Win9x reference drivers for
boards based on their TNT/TNT2 chips. There are separate PCI
and AGP
versions - and the NT release will be out soon. Also, Creative Labs has released new
Unified drivers, version 1.11, for the Graphics Blaster RIVA TNT based cards. You can get
them at http://www.soundblaster.com/hotgraphics/unified/
(Thanks PlanetRIVA)
Stallion over at Planet Unreal let me
know that The Early Bird Category
winners in the $150,000 Make Something Unreal
Contest have been announced. Congrats to the first five winnes, which will recieve
$2000 each:
- DM Incizor
- Unreal4Ever
- Infiltration
- CMS: Shadows of Na Pali
- Unloaded
The Abton's Shed Team has released
version 1.1 of their excellent Windows-tweaker program, TweakAll. I've been beta testing the latest builds
for some weeks, and I must say that this program rocks!
Mia'cova over at Planet Unreal has
posted yet another UT preview, but this is really respectfully entitled: The Official Planet Unreal Unreal
Tournament preview. It's a damn cool read - so better check it out!
Saw on Blue's that RIVA3D added some words about the recently released 225f
Patch for server admins - and that it will, among other things, improve your D3D
performance. I am waiting for a confirmation from Epic's Tim Sweeney - he haven't replied
yet. Byt anyway, here's a direct link to the patch - and the the poop from RIVA3D:
Guess what? Curiously, Epic did not speak to the fact that
the Unreal 2.25 patch improves D3D performance by an average of 20%. Not only that, but
you have many more D3D settings under advanced-rendering-D3D menu, including options for
Triple buffering, multitexturing, etc. I've posted a little blurb in the news, with fps
improvements over 2.24 shown at 8x6 res, with a link to the patch.
Some employees over at id Software's offices has updated their .plans with the
latest worlog from Quake3Arena. The main folks are John "Mr. C" Carmack and Dave "Zoid" Kirsch. In addition to
those, Graeme "GreenMarine" Devine over at Epic Megagames added a rather funny
worklog to his .plan.
Version 2.5 beta 8 of the PingTool server
browser is now available. This new beta fixes the bugs reported in beta 7, and will after
all intends and purposes, be the latest beta before Version 2.5 Final.
As a decent strafe-jumper, I became quite mad when I read John Carmack's .plan
update with the word on his new feature in Quake3Arena killing the ability to jump right
after a landing. Here's a new .plan update on the subject:
Whee! Lots of hate mail from strafe-jupers!
Some reasonable messages have convinced me that a single immediate jump after landing may
be important to gameplay. I'll experiment with it.
Strafe jumping is an exploitable bug. Just because people have practiced hard to allow
themselves to take advantage of it does not justify it's existance. When I tried fixing
the code so that it just didn't work, I thought it changed the normal running movement in
an unfortunate way.
In the absense of powerups or level features (wind tunnels, jump pads, etc), the game
characters are supposed to be badasses with big guns. Arnold Schwartzenegger and Sigourney
Weaver don't get down a hallway by hopping like a bunny rabbit.
This is personal preference, but when I play online, I enjoy it more when people are
running around dodging, rather than hopping.
My personal preference just counts a lot. :-)
btw, here are the current weapon effects:
gauntlet: 50 pts, 400 msec / punch
machinegun: 10 pts, 100 msec / shot
shotgun: 11 pellets of 10 each, 1000 msec / shot
rocket launcher: 100 pts direct hit, or 100 pts splash damage falling off
over 120 world units, 800 msec / shot
plasma gun: 20 pts direct hit or 15 pts splash damage over 15 units,
100 msec / shot
railgun: 100 pts, 1500 msec / shot
lightning gun: 8 pts, 33 msec / trace, max range 768 units
grenade launcher: 100 pts direct hit, or 100 pts splash over 150 units,
800 msec / shot.
bfg: 40 pts instant splash damage over 100 units, 100 msec / shot
flamethrower: to be determined, but short range / wide angle
Splash damage is calculated from the edge of the player's box, unlike
quake1, where it was calculated froom the player's origin.
ATI Technologies has new Win95b-98 and NT display drivers for boards based on their
Rage 128 chip, as well as some new Win95b-98 drivers for the Rage Pro chip. All the new
released are optimized for the Quake3Arena Test.
The files are available on ATI's Special Drivers page
New 4.01 drivers for Diamond's TNT2-based
boards. There's multilanguage files over there - both for Win9x and NT. The Windows9x
release is about 7MB, and the NT version is 2.2MB. Snag the files from The Diamond Multimedia Viper
V770 page.
The guys over at Billy's have
interviewed the pre - Grandmaster B guy, Brian Hook, which just told us
the shocking news that he leaves id Software. Here's a little part of it:
id was a great experience for me, and I cannot emphasize
that enough. But at id I had a specific role to play, and that was as a supporting
programmer to John Carmack. There is nothing wrong with this, since that is what I was
hired to do, but at some point a programmer really lusts to be in a position where they
can exert more influence on the technical direction of a company. In effect, I wanted more
responsibility, and at id asking for that kind of responsibility would have been like
playing for the Chicago Bulls and bitching at Michael Jordan to pass the ball more. John
Carmack is, quite simply, the most complete and competent game programmer of our
generation. End of story. There wasn't much room for me to grow comfortably in that
environment. At Verant I will be able to contribute immediately, and with a bigger impact
than I ever had at id.
And here's yesterdays announcement at the Stratics EverQuest News page, confirming that he will
be joining Verant Interactive (seen on Blue's):
San Diego, June 3rd, 1999 - Hook, formerly of Id Software
and programmer on both Quake 2 and Quake 3, is a veteran of the games industry. His
credits also include being one of the chief architects of the Glide API during his tenure
at 3DFX; development work on the OpenGL code base at Silicon Graphics; and he has written
numerous articles for magazines such as Dr. Dobb's Journals and Game Developer. He brings
with him seasoned talent and an immense knowledge base.
"Verant is committed to both massively multiplayer gaming as well as cutting-edge 3D
technology," said President and CEO of Verant Interactive, John Smedley.
"Insuring that we have the talent and expertise to lead the way in both of these
fields is critical to our company's goals, and adding someone of Brian's caliber to our
already strong programming team is going to help us make the best games out there."
"I'm very excited to have Brian on board," said Brad McQuaid, Verant Vice
President . "I believe successful games are made from both great technology and great
design, and Brian brings us a lot of talent in both of those areas."
"Verant is the perfect place for me. I'm a huge fan of their games, and the
opportunity to work on Verant's future titles is just too good to pass up," said
Brian Hook. "I strongly believe in Verant's commitment to making the best Massively
Multiplayer games out there, and I'm excited to be able to contribute to a product line
that will be the benchmark against which all other Massive Multiplayer games are judged.
People are going to be blown away when they see what Verant is working on."
Hook will be involved with programming and technology in both current and future Verant
projects.
Thanks to Morn for letting me know that he has
upped an interview with Epic Megagames' cool
programmer-dude, Tim Sweeney. The interview is foucused on his upcoming title Unreal
Tournament, and his wiew on the gaming industry. The interview is available in German, plus an English
translation.
Carmack did a .plan update with the
latest list of things he just added to Quake3Arena.
A new version 2.4 of Demoplay is
released. The new version includes support for the Quake3Arena Test.
Thanks to Arcane over at UnrealUniverse
for letting me know that CliffyB mentioned this in his .plan:
Unfortunately, no one can be told what Unreal Tournament is. You
have to see it for yourself.
ftp://download2.gamespy.com/demos/action/ut1.zip
Took Mark and I a while to put this movie together, and
we're rather proud of it.
This is what the guys over at Next-Gen
had to say about the bad boy:
Unreal Tournament is gorgeous. Don't believe us? Download
this movie. Weighing in at 30MB, this Quicktime flick shows gameplay aplenty, including
the excellent character animations, physics, and the huge environments Unreal made famous.
Here's what Mark Rein from Epic has to tell us about the
movie:
"This is Unreal Tournament footage shot on video a
few weeks before E3. Cliff Bleszinski is manning the camera and in a tribute to the movie
The Matrix, Cliff has a little fun with the slowmo key while playing.
"We're getting pretty close to completing Unreal
Tournament. Right now I'd say we're about 2-3 weeks away from a release candidate which
probably means 4-6 weeks from retail release. We plan to release a few more movies in the
next month or so to illustrate some of the cool new features in this game."
Feast your eyes: File Download - 30.8MB.
Saw on Blue's that Bruce Lewis has released
the source code to his WindowsCE port of Doom. Grab the uncompiled stuff from here and read the ReadMe file.
ThereJust added the new master.quake3.tpo.fi (212.63.23.171) port 27950 to my
master server optiuon in GameSpy. If you are living in scandinavia too, be sure to set up
your server-browser.
There's new drivers for Guillemot's TNT2-based accelerators on this
site.
Saw on Blue's that there's a new version
1.2 Patch for Requim: Avenging Angel over at 3DO's
Patches page. Here's the new stuff:
- Enabled dithering in the Direct3D® version of Requiem: Avenging Angel for greatly
improved visual quality.
- Additionally, this update disables auto-mipmapping; all textures in Requiem: Avenging
Angel were designed to look best without the use of mipmaps.
- Enables support for joysticks and gamepads using Microsoft® Direct Input. The joystick
or gamepad must be calibrated before entering the game. Configuring the joystick or
gamepad is similar to configuring the keyboard and mouse.
- Computers with multiple CD-ROM drives can now play the game on any of the CD-ROM drives.
- There is now full support for the 3Dfx(TM) Voodoo3 hardware accelerator. PLEASE NOTE:
There are known incompatibilities with the recently released Quake 3 beta drivers. Using
these drivers with the 1600x1200 resolution could cause unexpected errors. Please use
non-beta drivers with Requiem: Avenging Angel.
- Enhancements have been made to all of the boss characters. Their AI has been refined and
they now flash red when taking damage.
- Support for 3D sound has been expanded and enhanced. Sound cards equipped with
Aureals A3D technology are now supported (positional only, not reverb). Any
sound cards supporting DirectSound 3D are now supported. More accurate 3D sound emulation
in software is now possible if you choose to use DirectSound 3D Software from Microsoft or
RSX from RAD GameTools.
Just dropped by id Software's Brian Hook's
.plan. The cool guy is leaving id and joining another (currently secret) company. This
is really shocking news for me, Brian is a great game developer! Here's the full update:
Egads, how rumors fly so quickly and brazenly. And how
scary that they are often so close to the truth and yet so far. :-)
To make a long story short, I'm leaving id.
My work at id has been a pivotal and important part of my life. I've learned a lot about
programming, team work, and dealing with being in a position of high visibility. Even
better, I've made some really good friends. The owners here have given me a great
opportunity to advance myself both professionally and personally and they've rewarded me
far better than expected in the process. This is a once in a lifetime gig, and will mark
one of the most significant periods in my life.
For all these things and more I am hugely appreciative to Kevin, John, and Adrian. I
cannot emphasize enough what kind of a privilege and learning experience it has been
working here and, specifically, working with John. The type of talent, genius, and hard
work he has demonstrated is the kind of thing you see once in a generation, and I feel
privileged to have been able to work with someone of his caliber.
The team here consists of some of the most talented people I have ever worked with, and it
was one hell of a ride working with so many people that simply will not accept anything
but the best from you or them. These guys have done a stellar job with Quake2 and Quake3
-- which will OWN the first person deathmatch market -- and going forward, I expect even
bigger and better things from this crew.
And of course -- the fans. You guys and gals rock. I may have had my disagreements with
some of you in the past, but most of all, if you're flaming at me, it's because you care,
and I'd much rather have you folks argue with me than not give a damn. Crap, I'm getting
all teary eyed and shit, so instead of turning this into some James Cameron acceptance
speech, let me wrap up.
I will probably remain here another week or two cleaning up loose odds and ends, getting
things transfered over cleanly, and saying my goodbyes. For business stuff, if you are an
IHV your interim point of contact will be Graeme (zaphod@idsoftware.com). I expect that I
will continue to receive e-mail here for a bit, so I will start forwarding relevant
e-mails to the appropriate parties.
There is no sinister reason for my departure, it's actually an age old story: I got an
offer from another company that, quite simply, I could not refuse. Later this week a press
release will be issued announcing my new position, and I'm sure some of you will not be
surprised when you see where I've ended up. :-)
Signing off,
Brian Hook
Tim Sweeney of Epic Megagames has made some
updates to the Unreal Technology Page the last
days (I've been unable to update because of the server trouble):
First off, there's released two new Unreal Patchs while I had my
break. The last one is called 225f, and here's a direct link (suggest
you are getting over there and read about it
first). Note that this patch is for server admins only (no need for normal Unreal players
to download), and that it's backwards compatible with the 224 version.
There's also some words about a little holiday over at Epic's HQ
(?), a new version of the little UnrealED experimental fix
for those who gets a nasy runtime 20005 error when running the editor and even more about
UnrealED (and sound problems).
Also, they have a Standalone UnrealED installer
for 3dfx Voodoo3 owners that didn't get UnrealED together with the Unreal bundle.
Tim Sweeney offers a signed copy of Unreal Tournament to the
first person that reveals the exact method behind the new "SLOMO" cheat.
This was just a small round-up, head over there and read the rest!
Some of mailed in and told me that there was an "403.9 Access Forbidden:
Too many users are connected" error when trying to access www.cosmo3d.com. Thank you guys (Insomnis, chiller
and NoName).
Zaphod took a closer look, and
he sure fixed it! Thank you, Zap.
Thanks chiller for telling me that I
forgot to mention the Winamp 2.22 release the 26th of May. If you haven't got it yet, head
over to Winamp.Com. Some of the new
features/improvements/bug fixes since 2.20 are:
Version 2.22
- SHOUTcast 1.1 support
- Improved WMA Support
- Audiosoft secure ASFS support
- Lots of bug fixes and stability improvements
Version 2.21
- Windows Media Technology 4.0 (WMT4) input/output support
- All new better sounding, industry standard Fraunhoffer MP3 decoder
- Generic PCM EQ that works on most formats (WAV/XM/MOD/IT/VQF/AAC/etc)
- Recursion in open directory dialog is now optional
- Windowshade mode for Equalizer
- Improved CDDA support
- Minibrowser improvements (new start page, etc)
- New version checking
- Bug fixes as usual
I had this summer's examination in English today - and it went pretty well ;) No
updates yesterday, but I think the excuse is good enogh... Simple: It was my birthday, and
now I'm 14! Happy, happy, joy, joy - let's celebrate with tons of news updates today ;)
You can (as usual access last weeks news from the News Archive.
- Axel (cosmo)
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Copyright © 1998-2000 Axel Sjøstedt. All rights reserved.
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